Tesunie, on 02 February 2014 - 09:32 PM, said:
My personal thought process with this question is, once we have hit detection and HSR fully up and running, slowing down convergence would probably be a good idea. Then, counter to a lot of other people (of course in my opinion), skill would change from "twitch and shoot" to "hold the reticule over my target for a few moments to let my weapons converge, then shoot". Skill sets would become different, and I think overall needed skill to play well would be better. (It would improve "skill needed" to play the game, as many people complain about this game becoming a "skilless game".)
Slower convergence would help protect lights, as it's hard to keep a bead on them which would make getting convergence difficult, but would also make most light mechs harder to aim with as well, as you move so fast it's hard to keep your own reticule over an enemy all the time as well. Speed could (if lights are found to have too much of an advantage) make convergence even slowing to gain as another concept, meaning moving slower helps with aiming, but moving faster would help with defense... and you might have to choose which advantage at which time. (Might also encourage more true to lore roles, such as heavies/assaults moving slower. I could see twist speed might need to be desinked from engine size as well, depending upon results.) ACs would require some patients, and lasers would gain the role of a "fast response" weapon system. AKA: ACs would rather wait for full convergence (which could be signed with your reticule turning gold), and lasers could be fired before convergence is gained, and slowly hone into a target (or still splash their damage all over the place).
Biggest problem with adding in a slower convergence would be "I aimed and shot, why didn't I hit!" being a major complaint, and would probably only make the learning curve steeper... Many people wouldn't understand the concept, or would (as I see with chain fire since Ghost heat) overreact to these changes by standing still to shoot.
Any system implemented would have it's goods and it's bads. Pros and cons. I don't think there is ever going to be a perfect system that everyone could agree on...
A convergence system is something that I've wanted in this game since closed beta. Unfortunately, the engine they use cannot do anything more than instant convergence on a point. Since this is a limitation of the engine and PGI will be unlikely to pay the money to get the support from the Crytek developers to address this limitation, we are left with having to work around the limitation to fix the problems that the limitation creates.
Convergence was something that PGI wanted to do, as evidenced by the original mech skill that increased convergence speed.